Search found 1146 matches

by freddy
Thu Apr 12, 2018 8:08 am
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48963

Re: *SSM Limiting Altitude in SA342s

Any thoughts on modifying worldsize? ~tona Im pretty sure that can be tricky if you want it to be a serverside mod, but otherwise there is for example some scale settings for the map where one can change the figures, ivé done it a long time ago so cant remember exactly, but i do remember it got a b...
by freddy
Thu Apr 12, 2018 7:59 am
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48963

Re: *SSM Limiting Altitude in SA342s

Like this, in the gamemodes (ex Conquest) ObjectSpawnTemplates.con file
by freddy
Wed Apr 11, 2018 2:05 am
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48963

Re: *SSM Limiting Altitude in SA342s

You can add physics.airDensityZeroAtHeight per map basis, or possibly for all maps if you add it in the game.rfa init.con file

If you use ObjectTemplate.HeatIncrement 0.0003 without a cooldown parameter they will eventually run out of fuel and stop
by freddy
Sat Apr 07, 2018 3:34 am
Forum: Battlefield Heroes'42
Topic: Battlefield Heroes mod for BF1942...
Replies: 220
Views: 572039

Re: Battlefield Heroes mod for BF1942...

Thanks! :)
by freddy
Thu Apr 05, 2018 11:58 am
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48963

Re: *SSM Limiting Altitude in SA342s

You can limit the flightheight, its kinda like a bubble where the "air" starting to get thinner a bit from the max value. Also it seems to affect some planes more than others (vanilla), but i havent figured out why. bfa42 vanilla value is 1000, DC is much higher so it should be in some fil...
by freddy
Tue Mar 06, 2018 6:02 am
Forum: 1942 Modding Discussion
Topic: Increasing CPU Time To AI
Replies: 8
Views: 27221

Re: Increasing CPU Time To AI

Try this in console

Code: Select all

game.serverCoopCPU 100
by freddy
Sun Jan 21, 2018 7:39 am
Forum: 1942 Modding Discussion
Topic: Jump Height / Scuba Fins
Replies: 5
Views: 13347

Re: Jump Height / Scuba Fins

I would like to slightly increase a foot soldier's jump height (by about 1.2x) but how can this be done? I have been looking around the code but can't find it. I do not want to affect the world gravity. ObjectTemplate.create ActiveKitPart jump ObjectTemplate.setBoneName A ObjectTemplate.setCopyLink...
by freddy
Tue Jan 09, 2018 6:27 am
Forum: 1942 Modding Discussion
Topic: Adding FOV to seperate camera view?
Replies: 9
Views: 24036

Re: Adding FOV to seperate camera view?

hmm is the mod somewhere to download?

edit: i thought i recognized that vid :) check here http://team-simple.org/forum/viewtopic. ... 42#p108942
by freddy
Mon Jan 08, 2018 1:02 am
Forum: 1942 Modding Discussion
Topic: Both Bases Capped to Spawn a Vehicle?
Replies: 7
Views: 24121

Re: Both Bases Capped to Spawn a Vehicle?

ObjectTemplate.Active dummy1 ObjectTemplate.timeToLiveAfterDeath 6 ObjectTemplate.destroyed 1 ObjectTemplate.Active dummy2 ObjectTemplate.timeToLiveAfterDeath 6 ObjectTemplate.destroyed 1 As you dont mod ssm, you can just put these lines in your dummy object code ObjectTemplate.timeToLiveAfterDeath ...
by freddy
Sat Jan 06, 2018 1:09 am
Forum: 1942 Modding Discussion
Topic: Both Bases Capped to Spawn a Vehicle?
Replies: 7
Views: 24121

Re: Both Bases Capped to Spawn a Vehicle?

Yes, you have to make it live for a limited time, as long as the flag is taken it should be set to respawn without delay, but if the flag is greyed out it will dissapear by your time settings. easiest way i found to make this "timer" is to spawn the object as destroyed, and the set the tim...